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User:Blondeshell/Hero Trainer Tips

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Overview

These are the game tips that are available from hero trainers.

Advancing to Next Level

You're doing well, Character!

You will need to gain X more experience before you're ready for Security Level X.

Go out there and bring those thugs to justice!

Sidekicking & Exemplaring (old version)

Sidekicks are lower-level heroes who have their abilities artificially raised to that of a higher level hero. The process for this is known as "Sidekicking".

This system is in place so that lower level heroes can still adventure with their higher level friends.

Sidekicking involves two characters. The higher level one is known as the Mentor, and the lower level one is called the Sidekick. The Mentor must be Security Level 10 or higher. Mentors may then ask a lower level character to become their sidekick by either right clicking on them and selecting "Invite to Sidekick" or by using the slash command /sidekick (character name). The character you are Sidekicking must be 3 or more levels below your Security Level.

When a character becomes a Sidekick, they now fight at a combat level of one less than that of the Mentor. They do not gain additional powers, but the powers they do have are more effective, and they can have a better chance of hitting higher level foes. They also gain the appropriate amount of Hit Points.

The benefits of Sidekicking only apply if the Sidekick and Mentor stay within 200 feet of one another. As they approach the limit of the Sidekick range they will see a message pop up indicating this. They will also be notified when they have exceeded Sidekick range and are no longer seeing the benefit.

When you receive XP as a Sidekick, you will receive an amount appropriate to your original level.

Higher level heroes can artificially lower their Combat level, in order to adventure with their lower level friends as well. This process is called Exemplaring. The lower level hero in this case is called the Aspirant and the higher level hero is the Exemplar. The Aspirant asks a higher level hero to become his Exemplar by right clicking on them and selecting "Invite to Exemplar" or by using the command /exemplar (character name). There is no level restriction on Exemplaring.

When you become an Exemplar you will have the following things happen to you: you will fight at the Combat Level of the Aspirant, and lose access to any power you chose after the level of the Aspirant. So if you Exemplar down to level 15 (the level of the Aspirant) you will not be able to access any power you chose at level 16 or higher. You will still have all the Enhancement Slots in your powers however, the strength of those Enhancements will be artificially reduced to the strength of Enhancements you would have at your new Combat Level.

When you receive XP as an Exemplar, you will receive an amount appropriate to your original level, however 100% of this XP goes towards paying off XP Debt. If your character has no XP Debt left to pay off, then the XP is transformed into Influence on a 1 for 1 basis.

Sidekicking & Exemplaring (new version)

Sidekicks are lower-level heroes who have their abilities artificially raised to that of a higher level hero. The process for this is known as "Sidekicking".

This system is in place so that lower level heroes can still adventure with their higher level friends.

Sidekicking happens automatically when characters form a group. The Mentor of the group is the owner of the group's currently selected mission. If the group's leader has not selected a mission, then the group leader serves as the Mentor.

The Sidekick's effective level is boosted to one level beneath the Mentor's level.

A Sidekick's damage, Hit Points, defense, and accuracy are all boosted to this new level. His Enhancements continue to provide the same benefits they gave him before he became a Sidekick.

A Sidekick may not enter certain Trial Zones that his real level would not allow. These restricted zones are Cimerora, the Hive, Monster Island, and the Abyss; some places are too dangerous for Sidekicks ! Sidekicks also may not enter PVP Zones until they reach the appropriate level for those zones.

Sidekicks gain Experience Points as if they were still fighting foes near their actual level. If a Sidekick takes on a villain 1 level above his boosted level, he'll gain the same XP he would normally gain by defeating a villain 1 level above his actual level.

The Mentor or Sidekick can terminate the relationship by leaving the group.

A character will receive a dialog box warning them their level is about to change when they will be sidekicked. Players can control the circumstances of when this dialog box will appear in the Options/General menu.

When a character becomes a Sidekick, they now fight at a combat level of one less than that of the Mentor. They do not gain additional powers, but the powers they do have are more effective, and they can have a better chance of hitting higher level foes.

Higher level heroes can artificially lower their Combat level, in order to adventure with their lower level friends as well. This process is called Exemplaring, and it also happens automatically upon joining a group lead by a lower-level character (the Aspirant) or that has a mission belonging to a lower-level character selected.

When you become an Exemplar you will have the following things happen to you: you will fight at the Combat Level of the Aspirant, and lose access to any power you chose after the level of the Aspirant +5. So if you Exemplar down to level 15 (the level of the Aspirant) you will not be able to access any power you chose at level 21 or higher. You will still have all the Enhancement Slots in your powers however, the strength of those Enhancements will be artificially reduced to the strength of Enhancements you would have at your new Combat Level.

You will receive XP as an Exemplar as if you were fighting opponents of your level.

Task Forces

Task Forces are special content made for groups of heroes to tackle. These usually involve a major investment of time, and have a minimum limit on the number of heroes required to start it.

A typical Task Force requires 3 or more characters on a team (and all within the appropriate level range). The leader of the team then talks to one of the special Task Force contacts throughout Paragon City. Members of the Freedom Phalanx (Positron, Synapse, Citadel, Sister Psyche, Numina, and Manticore) all have Task Forces you can perform for them when you are in the correct level range.

Task Forces can take a large amount of time to complete. Characters can expect to be on a Task Force from a mere two hours to upwards of ten hours. Characters can leave a Task Force at any time, but they can not join one once it has started. When everyone has left a Task Force, the leader can "abandon Task Force" and dissolve it. In addition, characters on a Task Force can log off, and when they log back in will still be on the Task Force as long as it has not been dissolved. This allows a more casual player opportunity to complete the longer Task Forces by finding like-minded players and scheduling times to run the Task Force (such as "every night this week from 8pm to 10pm" or "every Friday night until midnight").

While you are on a Task Force you will not have access to your normal Contacts, and only the Team leader can talk to the Task Force contact to get the next mission in the Task Force. If the Team leader leaves the Task Force a new Team leader will be chosen randomly.

Costumes

A hero's identity is tied to their costume almost as much as their name. A special store is located in Steel Canyon, Independence Port, and Founder's Falls for heroes to change their look. This store is called "Icon" and is commonly referred to as the Tailor due to the amount of work they do on the costumes that heroes wear.

You can visit Icon at any time in your career for a makeover. They can change anything about the look of your character except the Body Type and Height you chose when you first created your character. Fees are scaled by level, so a lower level hero pays less than a higher level one for the same amount of changes.

A flat fee is charged for simply accessing the Tailor. This fee covers any and all "color alterations" you want to make for your character. You can also change various parts of your costume for additional fees.

At levels 20, 30, and 40 characters can run missions for the head tailors in each of the Icon shops. These missions, when successful, will unlock additional Costume Slots, allowing you to have multiple looks at your disposal. Simply select the Slot you want to change the next time you access the Tailor once you have unlocked an additional slot. You can change your costume using the Menu or using the slash command of /costume_change X (where X is the number of the slot, 0 to 3). /cc X will also work.

Titles

At level 15, and again at level 25, characters are given the option of choosing a Title for their character. These Titles are shown to all other players above the name of your hero on your avatar.

Upon reaching level 15 (or 25) you can select your title from any Trainer in the game (the contacts used to Level Up).

You can optionally put a "The" in front of you title if you wish. The first set of titles are static. All characters will have the same choices. The second set of titles, received at level 25, are flavored towards your Origin. You can choose to have both titles active once you reach level 25.

Respecs

At three points in your career there is an opportunity for you to re-choose any power choices and enhancement slot choices you made up to that point. This process is called Respecification, or Respec for short.

At levels 24, 34, and 44 you can attempt the Terra Volta Trial, which is a Task Force for four or more characters of the appropriate levels. Successful completion of the Trial will grant your character the ability to Respec once, and each iteration of the trial (the 24, 34, or 44 one) will only ever give you one Respec.

When you Respec you completely rebuild your character. You will re-pick every power from level 1 up to your current level. After you have done that you will re-pick all of your Enhancement slots (but you will only be able to slot powers you have chosen before the level you would have received the slots). In other words, a Respec character won't have any advantages over a non-Respec'ed one.

After you have chosen powers and slots, you will then re-slot all of your Enhancements to your characters powers. Any Enhancements left over after re-slotting can be refunded for the full purchase price.

Remember that the level you choose powers determines what powers you have available if you Exemplar down to a specific level.

Inventions

At level 4, enemies will start dropping salvage and recipes when defeated.

There are two types of salvage: Base salvage and Invention salvage. Base salvage is used to create base items that will be placed within your Supergroups' base. Invention salvage is used to craft enhancements. Salvage comes in two different origins: Technology and Magic. The origin of the salvage will determine what enhancements you can invent. You may also acquire invention salvage, recipes and complete enhancements at Wentworth's Fine Consignments in Atlas Park, Kings Row, Steel Canyon, and Talos Island.

Crafting tables are located in the universities in Steel Canyon, Croatoa, and Founders Falls. If your Supergroup has a workspace and crafting table, you may use that as well.

There are three different rarities of invention salvage: Common, Uncommon and Rare. Common invention salvage will be used mostly at the universities and Supergroups' bases. These tables provide the most common recipes and can be used as many times as needed. When inventing the stronger enhancements, Uncommon and Rare salvage will be used along with your recipes. These recipes can only be used once, and will disappear after crafting that particular enhancement.

You can create invented enhancements up to a maximum of three levels higher than your current level. Your origin is completely irrelevant. You can always slot your invented enhancements up to three levels higher than your current level, but you will not receive any additional benefits than you normally would. Don't worry about out-leveling your invented enhancement, because it will always give you the bonus it was created at. Remember, there must be room in your enhancement tray or you will not be allowed to craft any enhancements.

When finding the more uncommon recipes and invention salvage, keep an eye out for sets starting with the same name. These power sets can use as little as three enhancements and up to six; however, they can only be combined with other enhancements that the set was designed for. Adding more invented enhancements to the set will provide better bonuses for your character. Bonuses are active as soon as the enhancements are slotted. Powers do not have to be used for the sets to be active. Set bonuses can give you a powerful advantage when used efficiently. When these enhancement sets are slotted in the same power, they create a bonus that will always be active. You may have as many enhancement sets as you have available powers.

Consignment Houses

Consignment houses are the best way to buy and sell in Paragon City. Wentworth's Fine Consignments are located in Atlas Park, Kings Row, Steel Canyon, and Talos Island. There is a Wentworth Information Representative available to explain how the consignment house works.

You set the price for your item, but the Buyer does not see it. The Buyer bids what he wishes to pay and if he meets, or exceeds, your requested price he will receive the item. You may even receive more than you asked for. In order to help the Buyer with a bid, there is a history of how much that item has sold for in the past.

You have a limited number of Transaction Slots so whether you are selling or buying, you may only participate in a few transactions at any given time. In the beginning, you have a small number of Transaction Slots; however, you will gain more through experience or rewards. The amount of slots you have is based on your Security Level.

You may sell (or buy) Salvage, all Enhancements, Recipes, and Inspirations.

The Consignment house has two types of fees. There is a Listing Fee, which is 5% of the price you list your item for. The minimum listing fee is 5 Influence. You get this fee back if you sell your item. There is also a Transaction Fee of 10% of the final sale price, which is deducted at the time of purchase. The 5% you paid when you listed the item is subtracted from the Transaction Fee. You will use your Influence to pay for these transactions.

Please be aware that you will lose your listing fee if your item does not sell. Also, you may put up a 'looking to buy' order indefinitely. If your account becomes inactive for 60 days, the order is cancelled.